Disable per-platform source exclusion for Unreal modules so I can edit Android-only plugin code on Windows

Hi,

When Rider opens an Unreal Engine project, source files of modules that don't support the active build target's platform are marked "Excluded from current build configuration" — no code analysis, no symbol resolution. I understand this comes from Rider's UBT integration (UnrealLink): UBT reports which
modules belong to which targets, and a module listed with "PlatformAllowList": ["Android"] in its .uplugin belongs to no Win64 target, so all its sources get excluded.

My problem: I need to edit that Android-only plugin's C++ code on a Windows machine (it's a thin shell module; the real logic is Android Java/APL). The files are openable but editing them without inspection/resolve is painful.

What I tried / considered:

1. Selecting an Android target in the UBT tool window — helps, but I lose the Win64 target context whenever I switch back, and regenerating for Android targets is clunky.
2. Removing PlatformAllowList from the .uplugin — works (module then compiles on Win64 and is included in the Editor target), but I'd rather not change module metadata just to get IDE support.

Is there a Rider-side way to disable this exclusion behavior

Rider 2026.3 EAP 6, UE 5.8

Thanks!

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